GGXRD-R/Sol Badguy: Difference between revisions

From Dustloop Wiki
mNo edit summary
mNo edit summary
Line 394: Line 394:
  |description=
  |description=
*Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme.
*Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme.
*Hits low, knockdown on hit, floats on Counter Hit.
*Hits low, knockdown on hit, combos into Gun Flame on Counter Hit.
*Low profile from frames 4-20 [3-12].
*Low profile from frames 4-20 [3-12].
2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. Ground hits will frequently lead into 2D for a knockdown combo. It is a strong frame trap option as well since it can low profile many fast pokes. 2D is commonly the last normal used in a blockstring, and must be cancelled to specials in order to apply any further pressure. It is useful as an empty jump low option for okizeme since it can easily outrange throws.  
2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. Ground hits will frequently lead into 2D for a knockdown combo. It is a strong frame trap option as well since it can low profile many fast pokes. 2D is commonly the last normal used in a blockstring, and must be cancelled to specials in order to apply any further pressure. It is useful as an empty jump low option for okizeme since it can easily outrange throws.  
Line 663: Line 663:
  |description=
  |description=
*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, causes light blowback and wall sticks in corner on air hit.
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
*Steals a small amount of Burst Gauge on hit.
*Steals a small amount of Burst Gauge on hit.
*Proration: 55% (partial charge only)
*Proration: 55% (partial charge only)
Line 703: Line 703:
  |description=
  |description=
*Used for controlling space, pressuring, okizeme, and combos.
*Used for controlling space, pressuring, okizeme, and combos.
*Floats on hit, Counter Hit is untechable.
*Launches on hit, Counter Hit is untechable.
*Sol is in Counter Hit state for entire duration.
*Sol is in Counter Hit state for entire duration.
*Attack power and level change with each set of 9 active frames.
*Attack power and level change with each set of 9 active frames.

Revision as of 05:37, 26 May 2016

Sol Badguy
GGXRD-R Sol Portrait.png

Defense Modifier: x1.00

Guts Rating: 1

Weight:

Stun Resistance: 60

Jump Startup: 3F

Backdash Time 16F / Invul: 1-8F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

Overview

The titular "Guilty Gear" and protagonist of the Guilty Gear series, Sol Badguy is a battle-hardened bounty hunter with a sordid past. He travels with his protege Sin Kiske, claiming bounties to make a living. Sol’s real objective, however, remains unchanged: To destroy all vagrant Gears and enact his revenge on "That Man", a mysterious individual from Sol’s past. Presently, the world faces another Merciless Apocalypse. Entities carrying the name "Valentine" have emerged once again, and Sol must confront the remnants of his past once more. With his services now under the temporary hire of his long-time rival and Sin’s father, Ky Kiske, Sol takes Sin, and with his modified weapon "Junkyard Dog Mk3", answers the call to battle.

Sol is a well-rounded, yet very rushdown-focused character. He has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are among the best normals in the game, a 3 frame poke that can be used as a 5 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Bukkirabou ni Nageru, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as f.S and 5HS possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Kudakero - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory.

Strengths

  • Has many strong normals and specials for nearly any situation.
  • Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
  • Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
  • Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
  • Makes very good use of both Yellow and Red Roman Cancels.
  • High stun damage. Can easily guarantee dizzy out of simple Counter Hit combos with a proceeding mixup.

Weaknesses

  • Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up-close attack range.
  • Mix-up abilities are very basic. Landing good hits on offense requires strong reading and conditioning of opponents.


Normal Moves

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
5P
5P
GGXRD Sol 5P.png
Jab 'em into next week
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10[12] Mid CSJ YRP 4[3] 4[1] 6[5] ±0[+4]
  • Used for counter poking, pressure, setting up tick throws or frame traps, and Burst-safe confirms.
  • Proration: 90%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

5P is useful as a low-risk counter poke against attacks with extended hurtboxes. It reaches quite far horizontally for its speed. It is a strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. On characters with smaller crouching hurtboxes, it will whiff over. Note that 5P is the only standing normal that gatlings into 2K. Due to its quick recovery, it can create Burst-safe points in combos.

5K
5K
GGXRD Sol 5K.png
Anti-Air, Pressure, Punish Starter Extraordinaire
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14x2 Mid SJ YRP 3 2,6[1,4] 13[7] -7[+1]
  • Used for pressure, frame traps, punishing, anti-airing, and option selecting with forward throw.
  • Increased untechable time on air Counter Hit from the second hit.
  • Proration: 90%
  • Gatling Options: 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D

5K is one of the main reasons Sol is powerful in close quarters. As Sol’s fastest attack, it is ideal for quick punishes, closing gaps in pressure, and counter poking out of gaps in the opponent’s pressure. It leads to common combo routes on hit and multiple pressure options on block. The second hit has far vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jumps. As an anti-air, 5K will usually win unless the opponent attacks early in their descent. 5K is commonly used when option selecting forward throw as 6K+HS to perform 5K if the opponent is not throwable, and throw if they are throwable.

c.S
c.S
GGXRD Sol cS.png
General Purpose Close Slash
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30[28] Mid SJ YRP 5[3] 2[1] 16[10] -4[+3]
  • Used for pressure, frame traps, punishing, and occasionally setting up D-Loops.
  • Gatling Options: 6P, f.S, 2S, 5HS, 2HS, 5D, 2D

c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up D-Loops.

f.S
f.S
GGXRD Sol fS.png
Spacing tool, leads to damage with 50% Tension
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30[28] Mid S YRP 7[5] 2[1] 23[13] -11[±0]
  • Used as a fast, long-range poke. Also used for ranged pressure and punishes.
  • Gatling Options: 2S, 5HS, 2HS, 5D, 2D

f.S is Sol’s main long-range poke, it boasts an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance. On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. On hit, f.S can gatling into 5HS for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox.

5HS
5HS
GGXRD Sol 5H.png
The Fishing Rod for Counter Hits
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40[44] Mid SJ YRP 11[6] 2[1] 26[13] -9[+5]
  • Used for counter poking and ranged pressure. Also used for confirms from f.S, enabling combos from far air hits, and setting up D-Loops.
  • Significant added hitstun on Counter Hit.
  • Gatling Options: 2HS, 5D, 2D

Sol’s other long-range poke, 5HS is primarily useful in attempts to counter the opponent's attacks since it leads to Tension-free combos on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as f.S and 2D). In pressure, it can gatling from 6P as a far range frame trap. If blocked, it can be jump or special cancelled for a return to neutral or attempt to press the offensive. From farther air hits, it combos into Instant Air Dash j.P/j.K, or can be Roman Cancelled into Bandit Bringer to allow follow-up combos. 5HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner.

6P
6P
GGXRD Sol 6P.png
The gut punch that makes people misuse the word "priority"
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 9[6] 3[2] 20[10] -9[+2]
  • Used for counter poking, anti-airing, pressure, frame traps, and corner combos.
  • Knockdown on hit, wall bounce within range. Increased untechable time after wall bounce on Counter Hit.
  • Upper body invulnerability from frames 1-7 [1-4] and frames 12-19 [8-11], above knee invulnerability from frames 8-11 [5-7].
  • Gatling Options: c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

6P is strong and has a wide variety of applications. It has upper body invulnerability so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow angle jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff 5K anti-air). 6P is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can covert to combos even on trades, as long as it hit near corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner pressure and combos. The main drawback of 6P is its lengthy recovery.

6HS
6HS
GGXRD Sol 6H.png
An outright headsplitter, murders on Counter Hit
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
56 Mid S YRP 17[12] 7[4] 30[14] -18[+1]
  • Used to frame trap gatling from 2S or 6P, and end corner combos.
  • Knockdown on hit, ground bounce on Counter Hit.
  • Stun damage: 75

6HS is Sol’s longest range normal, but is rarely used on its own due to slow start-up, lengthy recovery, and extended hurtbox. It is useful as a frame trap gatling from 2S or 6P. It can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame oki. On Counter Hit, 6HS causes ground bounce, resulting in devastating combos with significant stun. On block, 6HS raises the R.I.S.C. Level significantly but is limited to specials cancels only.

5D
5D
GGXRD Sol 5D.png
Straight to the Moon
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
27 High - YRP 24 3 24 -13
  • Used as an overhead attack in pressure.
  • Hits overhead, cancels to Homing Jump or Dash on hit only.
  • Proration: 80%

5D should be used sparingly. It hits overhead, but can be reacted to easily and is unsafe on block. Rewards on hit are small outside of corner. 5D can be used as a combo part for Dragon Install combo enders, due to the wall stick it causes in the corner. Yellow Roman Cancelling 5D on startup can lead to some particularly tricky setups.

2P
2P
GGXRD Sol 2P.png
Easy Pressure Button
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CS YRP 5[3] 4[1] 4[5] +2[+4]
  • Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms.
  • Proration: 80%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D

2P is a staple in Sol’s pressure game, it has similar utility to 5P but is plus on block as well. It can set up tick throws or frame traps, and can be hit confirmed easily. Due to its quick recovery, it can create Burst-safe points in combos.

2K
2K
GGXRD Sol 2K.png
Sol's fastest low, tick throw and pressure setups start here
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12[14] Low S YRP 6[4] 3[1] 8[7] -1[+2]
  • Used as a quick low hit in pressure and okizeme, mid-range poke, and setup for tick throws.
  • Hits low.
  • Proration: 70%
  • Gatling Options: 6P, c.S, f.S, 2S, 2HS, 5D, 2D

2K is Sol’s fastest low attack and important in pressure and okizeme. Using it will discourage opponents from trying to jump, backdash, or mash throw to escape pressure. Its quick recovery makes it a decent tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke. It is useful as an empty jump low option for okizeme, and with proper spacing it can outrange throws.

2S
2S
GGXRD Sol 2S.png
Makes pressure safe, gatling to 6HS for an anti-jump and frame trap
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25[24] Mid S YRP 10[7] 3[1] 8[5] +3[+8]
  • Used for counter poking, stopping ground approaches, gatling into from f.S for safety, and ending blockstrings.
  • Gatling Options: 5HS, 2HS, 6HS, 5D, 2D

2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Gatling a f.S into 2S whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation. 2S is advantageous on block, making it a great way to safely end blockstrings or lead into extended pressure.

2HS
2HS
GGXRD Sol 2H.png
Ready for Relaunch
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36[40] Mid SJ YRP 8[5] 6[3] 26[13] -13[+3]
  • Used for pressure, converting off air hits, and setting up D-Loops.
  • Floats on Counter Hit.
  • Gatling Options: 5D, 2D

2HS is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions it can be used in anticipation to anti-air for a rewarding Counter Hit launch. 2HS can gatling from 6P as a frame trap, but is limited to jump or special cancels on block once pushed outside 2D range. From farther air hits, it combos into Instant Air Dash j.P/j.K to allow follow-up combos that result in a knockdown that would otherwise not reach. 2HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner.

2D
2D
GGXRD Sol 2D.png
Why try to beat something when you can just go under it?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28[30] Low S YRP 7[5] 3[1] 20[13] -6[+3]
  • Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme.
  • Hits low, knockdown on hit, combos into Gun Flame on Counter Hit.
  • Low profile from frames 4-20 [3-12].

2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. Ground hits will frequently lead into 2D for a knockdown combo. It is a strong frame trap option as well since it can low profile many fast pokes. 2D is commonly the last normal used in a blockstring, and must be cancelled to specials in order to apply any further pressure. It is useful as an empty jump low option for okizeme since it can easily outrange throws.

j.P
j.P
GGXRD Sol jP.png
Smack 'em outta the air
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High/Air CS YRP 5[3] 7[4] 4[3] -
  • Used for countering opponents in the air, controlling air space, okizeme, tick throws, and Burst-safe confirms.
  • Gatling Options: j.P, j.K, j.S, j.HS

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising j.P a low-risk space control option. j.P shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air from an air dash, and can potentially evade aerial attacks from below. Following knockdowns, j.P can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, j.P can be used to create Burst-safe points.

j.K
j.K
GGXRD Sol jK.png
A hitbox so good that Sol can kill you with his ass
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High/Air SJ YRP 6 6[3] 17[12] -
  • Used for long-range air-to-air encounters, catching opponents jumping away, combos, and cross-ups.
  • Large cross-up hitbox.
  • Gatling Options: j.S, j.D

j.K is fast for its range. It can be used in long distance air-to-air situations to counter the opponent, or apply pressure on opponents attempting to jump away. In combos, j.K is frequently used from long range hits and can be used to increase corner carry in many confirms. It has a large hitbox behind Sol allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of j.K does not reach low, so certain characters can crouch to make it whiff.

j.S
j.S
GGXRD Sol jS.png
Heads Up, Safe Jump
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28[25] High/Air SJ YRP 10[6] 3[2] 23[12] -
  • Used for okizeme, air combos, and as a low reaching air-to-ground attack.
  • Proration: 90%
  • Gatling Options: j.K, j.HS, j.D

j.S is Sol’s best air starter for combos, so it is commonly used in okizeme as a high hit. It is also used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick start-up, so it can be used after jumping or instant air dashing in to whiff punish or catch grounded opponents off guard at neutral. It is easy to anti-air, so it must be used with caution.

j.HS
j.HS
GGXRD Sol jH.png
In the air? Press HS
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24x2 High/Air S YRP 9 6,8[4,2] 0 -
  • Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, controlling air space, and Burst-safe confirms.
  • Hits twice, both high hits. Instant recovery following second hit.

j.HS has utility in a wide variety of areas; in general it is Sol’s most commonly used air normal. For okizeme, j.HS is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link j.P or j.K afterwards. j.HS is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of j.HS's hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as j.S, so it can be low profiled. At neutral, rising j.HS has similar utility to rising j.P as a method of covering space. j.HS can be used to create Burst-safe points in combos due to its instant recovery.

j.D
j.D
GGXRD Sol jD.png
The Dust that Launched a Thousand Disconnects
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High/Air SJ YRP 9 7 13/5 landing recovery -
  • Used for air combos, D-Loops, and as an air-to-air attack.
  • Launches on ground hit, significant untechable time on hit. Wall bounce on Counter Hit within range.
  • Has 5 frames of landing recovery.
  • Proration: 90%

j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as D-Loops near corner. It is also commonly used as a gatling from j.S to launch the opponent. On its own, j.D has limited use as an air-to-ground attack, the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery which makes follow-up pressure after it is blocked not as strong. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach. On Counter Hit, j.D has a massive amount of untechable time, allowing follow-up combos from nearly anywhere on the screen.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Sol GroundThrow.png
Standard, but good damage on Roman Cancel
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 75250 - R 1 - - +51
  • Used in any situation where the opponent is throwable on ground, primarily while on the defensive.
  • Unblockable, causes knockdown.
  • Proration: Forced 65%
  • Stun damage: 30

Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations which the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel. Performing throw as 6K+HS acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6HS.

Air Throw
Air Throw
GGXRD Sol AirThrow.png
Burn 'em to the ground
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -
  • Used in any situation where the opponent is throwable in the air.
  • Unblockable, causes knockdown.
  • Proration: Forced 65%
  • Stun damage: 90

Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. From a very close-to-ground air throw in the corner, it is possible to link into 5K. Landing an air throw at this height is possible with certain tech traps in the corner. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent.

Dead Angle Attack
Dead Angle Attack
GGXRD Sol 6P.png
YAKAMASHII
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 13 25 -14
  • Used as an anti-pressure option on defense.
  • Knockdown on hit, wall bounce within range.
  • Fully invulnerable from frames 1-3, throw invulnerable from frames 14-33, upper body invulnerable from frames 14-23.
  • Proration: 50%

Dead Angle Attack is an anti-pressure option that costs 50% Tension. It knocks the opponent away on hit and causes knockdown which can be followed up with ground okizeme. While occasionally useful, Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle Attack as much as others. Especially due to the fact that it is highly unsafe on block or whiff.

Blitz Attack
Blitz Attack
GGXRD-R Sol BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Partial Charge 45 Mid - R 28~61 3 Hit: 11
Whiff: 20
-2
Max Charge 45 Mid - R 63 3 Hit: 11
Whiff: 20
+5
  • Partial charge version causes horizontal blowback on hit, wall sticks in corner.
  • Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of Burst Gauge on hit.
  • Proration: 55% (partial charge only)


Special Moves

Gun Flame
Gun Flame
236P

Normal

GGXRD Sol GunFlame.png
The People's Projectile of Pressure


Dragon Install


GGXRD Sol GunFlameDI.png

Locks opponents down, easy confirms on hit

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
236P
50→42→30→30 All - YRP 20 9(1)9(1)9(1)9 Total 50 -4
  • Used for controlling space, pressuring, okizeme, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for entire duration.
  • Attack power and level change with each set of 9 active frames.

Gun Flame (GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled (YRC). GF can be followed up with various combos depending on spacing and whether or not it Counter Hit. On block, frame advantage of GF depends on how late the opponent blocked it. The later flames are more advantage, the earlier flames are less. At neutral, it covers a huge area for a long time making it ideal for ground space control. GF has significant recovery, so if it is jumped over it can result in Counter Hit punishes. Using YRC however, Sol can meet the opponent in the air with pressure if they jumped over it. On offense, GF can be used to frame trap or as a pressure reset using YRC. For okizeme, meaty GF can be significantly advantageous on block with proper timing after certain knockdowns, such as 6HS. GF (YRC) okizeme can lead to high/low mix-ups, and is particularly strong in corner.

Dragon Install
During Dragon Install: 236P
50 All - YRP 20 6 Total 36 +3
  • Used for controlling space, pressure, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for entire duration.

While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a large amount of vertical and horizontal space very quickly. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is useful in corner combos, as it has a large amount of untechable time on hit and deals good damage.

As an interesting perk, due to the nature of YRC, it is possible to YRC (DI) GF right before it makes contact. This makes it even easier to confirm, increases advantage, screws with an opponents inputs, and forgoes the RC scaling of followups due to YRC's lower cooldown.

Gun Flame (Feint)
Gun Flame (Feint)
214P
GGXRD Sol GunFlameFeint.png
Nah
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - Total 30 -
  • Used to cancel out of 5HS or 6HS on block, building Tension, and making opponents flinch.
  • Has no hitbox.

Gun Flame (Feint) (GF(F)) is often used as a cancel option from 5HS or 6HS on block. This doesn’t improve his frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at a safe distance during down time to build some. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch. It can cause a reaction from the opponent who expected GF, which can potentially be punished.

Volcanic Viper
Volcanic Viper
623S/HS (air OK)

Normal

GGXRD Sol VolcanicViper.png
Your Turn is Over


Dragon Install


GGXRD Sol VolcanicViperDI.png

They thought it was scary before

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground GGS.png
623S
40,25 Mid - R 7 3(3)11 21+8 after landing -26
  • Used at neutral from a distance as a risky counter to an opponent’s pokes.
  • Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Fully invulnerable from frames 1-9, strike invulnerable from frames 10-12, airborne from frame 10.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

At neutral, Ground GGS.png Volcanic Viper (SVV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can be used as an invulnerable reversal, but is slower than Ground GGH.png Volcanic Viper (HSVV) and has a much thinner hitbox. It is not as unsafe as HSVV, but still easily punishable.

Aerial GGS.png
j.623S
32,20 All - R 5 2(3)9 Until landing+8 -
  • Used for countering aerial attacks in air-to-air situations, countering anti-airs, ending air combos, and for increasing corner carry in mid-screen confirms.
  • Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Strike invulnerable from frames 1-9.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Aerial GGS.png Volcanic Viper (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial GGH.png Volcanic Viper (j.HSVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown via Tataki Otoshi. A close to ground j.SVV can link into 5K upon landing, making Tiger Knee j.SVV useful in certain mid-screen confirms.

Ground GGH.png
623HS
40,25 Mid - R 5 2(3)18 29+8 after landing -41
  • Used as an invulnerable reversal on wake-up or while being pressured. Also used for offense, anti-airing, and ending combos.
  • Hits twice, both hits launch. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Fully invulnerable from frames 1-6, strike invulnerable from frames 7-11, airborne from frame 7.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Ground GGH.png Volcanic Viper (HSVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. However, it is highly unsafe on block or whiff. Having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. Dashing HSVV is a strong but risky method of breaking through an opponent’s attempts to keep you out with pokes, and is especially good while the opponent is in mid-air. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HSVV is a strong anti-air option that can only fail if the opponent uses Faultless Defense or dodges it somehow. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to Faultless Defense. On offense, HSVV can be used as a frame trap and anti-throw option.

Aerial GGH.png
j.623HS
40,20 All - R 5 2(3)18 Until landing+8 -
  • Used for countering aerial attacks in air-to-air situations and ending air combos.
  • Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Strike invulnerable from frames 1-11.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Like Aerial GGS.png Volcanic Viper (j.SVV), Aerial GGH.png Volcanic Viper (j.HSVV) can counter aerial attacks, and can be used to end air combos with knockdown via Tataki Otoshi. j.HSVV reaches much higher than its GGS.png counterpart, so it can be used from farther away. While j.HSVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.

(DI) Ground GGS.png
During Dragon Install: 623S
40,20x2 Mid - R 7 3(1)4,2 21+8 after landing -17
(DI) Aerial GGS.png
During Dragon Install: j.623S
32,20x2 All,Midx2 - R 5 2(1)4,2 Until landing+8 -
  • Used as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher.
  • Hits 3 times, all hits launch. Third hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Ground version is fully invulnerable from frames 1-9, strike invulnerable on frame 10, airborne from frame 10.
  • Aerial version is strike invulnerable from frames 1-6.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

The Dragon Install (DI) versions of Ground GGS.png Volcanic Viper (SVV) and Aerial GGS.png Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the GGH.png versions.

(DI) Ground GGH.png
During Dragon Install: 623HS
60,12x9 Mid - R 7 3,47 38+8 after landing -71
(DI) Aerial GGH.png
During Dragon Install: j.623HS
60,12x9 All,Midx9 - R 7 3,47 Until landing+8 -
  • Used as a powerful, meterless combo ender during Dragon Install. Also builds ludicrous amounts of Tension on hit for easy Roman Cancel extensions.
  • Hits 10 times, all hits launch. Tenth hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Ground version is fully invulnerable from frames 1-9, airborne from frame 10.
  • Aerial version is strike invulnerable from frames 1-9.
  • Ground version: Stun damage 120.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

In Dragon Install (DI), Ground GGH.png Volcanic Viper (HSVV) and Aerial GGH.png Volcanic Viper (j.HSVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HSVV has the highest Tension Gain of any attack in the game. A successful (DI) HSVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HSVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HSVV. Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HSVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HSVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.

Tataki Otoshi
Tataki Otoshi
(translated as "Knockdown")
During Volcanic Viper: 214K

Normal

GGXRD Sol Knockdown.png
Icing on the Cake


Dragon Install


GGXRD Sol KnockdownDI.png

For when you need breathing room for Dragon Install's inevitable end

Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 All - R 11 4 Until landing+10 -
  • Used after Volcanic Viper on hit to knockdown the opponent, and on block to throw off an opponent’s Volcanic Viper punish timing.
  • Knockdown on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff.
  • Sol is in Counter Hit state for the entire duration.
  • Cannot Yellow or Purple Roman Cancel.

Tataki Otoshi (TO) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to TO is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a TO after VV connects will leave Sol at disadvantage, and is sometimes even punishable if the opponent air techs properly. Delay cancel into TO can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails.

There is a Dragon Install (DI) version of TO, although it remains mostly the same. The only practical difference is that the opponent falls forward during their plummet rather than straight down, giving Sol more time to recover from DI should it run out mid-screen.

Bandit Revolver
Bandit Revolver
236K (air OK)

Normal

GGXRD Sol BanditRevolver1.png
Combo Ender and Risky Jump Catcher


Dragon Install


GGXRD Sol BanditRevolverDI1.png

Loops and an overhead, what more could you ask for?

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground
236K
20,40 Mid - YRP 9 5(11)9 2+8 after landing -5
Aerial
j.236K
22x4 All - YRP 4 4(6)4,2,2,2 Until landing+12 -
  • Used for ending combos, ranged pressure, catching opponents out of the air, and hopping over low pokes at a distance.
  • First hit launches, second hit causes knockdown on air hit.
  • Strike invulnerable from frames 1-3, ground version is airborne and foot invulnerable from frame 9.
  • Sol is crouching during landing recovery.

Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. The second hit of BR has a large hitbox and must be blocked with Faultless Defense in air. It knocks down on air hit, so it is useful at neutral or in ranged pressure to catch opponents trying to jump. Using too much BR is dangerous, since the opponent can 6P, use an invulnerable reversal, Blitz Shield, or simply Instant Block to punish it. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked. From mid-range on crouching block BR will be slightly advantage, but in other situations it can range from being slightly negative to punishable. On rare occasions, BR can be used at neutral to catch an opponent’s extended hurtbox pokes, making use of its brief strike invulnerability. In anticipation, it can evade and whiff punish lower-hitting pokes from a distance, which will link to 5K on crouch hit.

(DI) Ground
During Dragon Install: 236K
20x3,50 Midx3,High - YRP 7 3x3(9)9 3+8 after landing +4
(DI) Aerial
During Dragon Install: j.236K
22x4 All - YRP 4 4(6)4,2,2,2 Until landing+5 -
  • Used as a combo part and for ranged pressure.
  • First hit launches, last hit of the ground version hits overhead.
  • Ground version is strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 7.
  • Sol is crouching during landing recovery.
  • Proration: Forced 80% (ground version only)

In Dragon Install (DI), Bandit Revolver (BR) goes from an early anti-jump tool and a combo ender to a pressure tool in neutral and a combo part near the corner. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it. (DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that ducking will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump. As the last hit of the ground version is an overhead, it’s not uncommon to use it to reset pressure at a distance where only the last hit will connect, provided that the opponent is too scared to press a button. Because of its significant untechable time, (DI) BR can also be used as a combo tool near the corner, particularly on air hit. It can even be looped several times in the corner, although the damage isn’t ideal. In the air, (DI) BR functions like its regular counterpart, but the increased attack level and decreased landing recovery means that it can also be used as a combo part on air hit.

Bandit Bringer
Bandit Bringer
236[K]

Normal

GGXRD Sol BanditBringer1.png
Rock 'Em


Dragon Install


GGXRD Sol BanditBringerDI1.png

Roll 'Em

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
236[K]
50 High/Air - YRP 32 6 9+4 after landing ±0
  • Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used frequently in combos.
  • Hits overhead. Floor bounce on hit, higher bounce on Counter Hit.
  • Proration: 65%
  • Strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 9.
  • Sol is crouching during landing recovery.

Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking. The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry.

Dragon Install
During Dragon Install: 236[K]
50 High/Air - YRP 30 6 9+4 after landing ±0
  • Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos.
  • Hits overhead. Tumbles on hit during first tumble in a combo, ground bounces after a tumble.
  • Strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 7.
  • Sol is crouching during landing recovery.

In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Kudakero for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit.

Kudakero
Kudakero
(translated as "Break")
j.214K

Normal

GGXRD Sol Kudakero1.png
GGXRD Sol Kudakero2.png
Baiting Anti-Airs at Affordable Amounts


Dragon Install


GGXRD Sol KudakeroDI1.png
GGXRD Sol KudakeroDI2.png

Because Dragon Install needed more looping tools

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
j.214K
28,20 All - YRP 22 Until landing(7)10 29 after landing +2
  • Used for punishing anti-air attempts, stopping momentum in mid-air, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Cannot be performed close to the ground.
  • Proration: 85% (first hit only)

Kudakero is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near corner, or mid-screen using Roman Cancel. It is used frequently in corner combos. On block, Kudakero is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Kudakero done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air.

Dragon Install
During Dragon Install: j.214K
28,20 All - YRP 13 Until landing(7)10 24 after landing +7
  • Used as an extremely fast air-to-ground attack, a potential cross-up, for corner carry, and combos.
  • Second hit has a massive amount of untechable time on hit.
  • Cannot be performed close to the ground.
  • Proration: Forced 80% (first hit only)

Once Sol enters Dragon Install (DI), Kudakero’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent. On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Kudakero is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for j.D > (DI) Kudakero loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so.

Bukkirabou ni Nageru
Bukkirabou ni Nageru
(translated as "Wild Throw")
623K

Normal

GGXRD Sol WildThrow1.png
GGXRD Sol WildThrow2.png
Kiss the Floor


Dragon Install


GGXRD Sol WildThrowDI1.png
GGXRD Sol WildThrowDI2.png

French the Floor

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
623K
0,40 Ground Throw: 122500 - YRP 4 1 - -
Dragon Install
During Dragon Install: 623K
0,80 Ground Throw: 122500 - YRP 4 1 - -
  • Used in offensive pressure to catch blocking opponents.
  • Unblockable, cannot be cancelled into from normals.
  • Proration: Forced 60%
  • Whiff recovery: 45 frames
  • Stun damage: 20 (40 during Dragon Install)

Bukkirabou ni Nageru, better known as Wild Throw (WT), is Sol’s command throw. WT makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos. During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, because it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety.

While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled.

Riot Stamp
Riot Stamp
214K

Normal

GGXRD Sol RiotStamp1.png
GGXRD Sol RiotStamp2.png
Great when cornered and if blocked, suicide otherwise


Dragon Install


GGXRD Sol RiotStampDI1.png
GGXRD Sol RiotStampDI2.png

Welcome to Mix-Up City

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
214K
30,50 High/Air - YRP 10 after reaching wall Until landing[(15)3] 5 after landing[10]/
5 landing recovery
+6
  • Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into the corner, it functions as a quick overhead.
  • Hits twice, both overhead. Wall bounce on hit.
  • Sol is airborne and lower body invulnerable from frame 1.
  • When right next to the wall, start-up is 16 frames.
  • Proration: 75%

Riot Stamp (RS) is a risky but useful movement-based special, generally used with Sol's back to corner for quickly dodging and whiff punishing attacks. RS recovers quickly upon connecting and Sol is able to act shortly after reaching the apex of his ascent from the second hit, allowing for follow-up combos on hit and safety on block. At mid-screen, RS is punishable on reaction by 6P, invulnerable attacks, Blitz Shield, or otherwise, so it is dangerous to use frequently. With Sol’s back to the corner, it becomes much more practical, since Sol has less distance to travel backwards. RS can act as a quick overhead here as well. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent.

Dragon Install
During Dragon Install: 214K
10,30,20x5 High/Airx2,Allx5 - YRP 10 after reaching wall Until landing[(15)3,38] 5 after landing[10]/
5 landing recovery
+45
  • Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into the corner, it functions as a quick overhead. Grants Sol massive amounts of advantage on block.
  • Hits 7 times, first 2 hits are overhead.
  • Sol is airborne and lower body invulnerable from frame 1.
  • When right next to the wall, start-up is 16 frames.

In Dragon Install (DI), the first two hits of Riot Stamp are entirely unchanged outside of Tension Gain. For this reason, its use in neutral is almost entirely restricted to the exact same situations as the regular version and therefore should be used sparingly. However, should a (DI) Riot Stamp get as far as that second hit, the situation quickly changes. After Sol kicks down, an inferno rises from underneath the opponent. This inferno has a ludicrous amount of active frames, and as Sol himself recovers at the same time he would for the regular version, his advantage on block goes from high to frankly absurd. Similarly, on hit, Sol gets a lot more freedom to do as he pleases. A prime example of a high-risk, high-reward attack.

Grand Viper
Grand Viper
(misromanised as "Ground Viper")
214S

Normal

GGXRD Sol GrandViper1.png
GGXRD Sol GrandViper2.png
The Dictionary Image of Big Risk/Reward


Dragon Install


GGXRD Sol GrandViperDI1.png
GGXRD Sol GrandViperDI2.png

We Gunblaze Now

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
214S
11x2~6,18x3 Lowx2~6,Midx3 - R 17 5~23(4)12(2)2(2)19 37+10 after landing -56
  • Used as a fast long distance attack, for low profiling oncoming attacks, and for mid-screen combos.
  • Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
  • Proration: 80% (low hits only)
  • Low profile from frames 1-4 and frames 17-21, super low profile from frames 5-16.
  • Strike invulnerable from frames 24-25 and frames 38-43.
  • Ground hits: Stun damage 2
  • Cannot Yellow or Purple Roman Cancel.

Grand Viper (GV) is the most risky attack in Sol’s arsenal, it has massive recovery and cannot be cancelled on whiff. The player must rapidly press directions and buttons (not including D) to achieve the maximum travel distance and 9 hits. GV will reach the opponent quickly from nearly full screen, so it is useful for catching opponents out of anything they might be doing from far away. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry. However, it is important to keep the opponent’s Burst in mind when using GV. With the proper timing, the opponent can Burst at the point where Sol launches into the sky which makes the Burst whiff. Without Roman Cancel available in this scenario, Sol is punishable as he lands.

Dragon Install
During Dragon Install: 214S
{8,20}x4~11,8,26x3 {Low,All}x4~11,Low,Midx3 - YRP 11 15(4)12(2)2(2)19 37+10 after landing -56
  • Used as a long-range, instantly super low profile attack and as a mid-screen combo part or combo ender when opponents do not have Burst.
  • Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
  • Proration: 80% (low hits only)
  • Super low profile from frames 1-10, low profile from frames 11-25.
  • Strike invulnerable from frames 28-29 and frames 42-47.
  • Ground hits: Stun damage 2

Grand Viper (GV) undergoes many changes during Dragon Install (DI). Its faster start-up, movement speed and immediate super low profile state make it a very scary ranged low, a luxury not shared by many other moves. On block, (DI) GV cranks up the opponent’s R.I.S.C. Level to a far greater degree than any other attack he has, basically guaranteeing that the opponent is forced into an automatic Counter Hit state if Sol gets the maximum number of hits. On hit, while Sol can opt to increase hits and therefore damage, there is an incentive to simply letting the attack perform its minimum number of hits. Due to the increased launch height on the final hit, if the hit count remains low, the opponent’s gravity should remain at a state where Sol is able to follow-up with a sufficiently fast anti-air normal such as 5K or 2HS and lead into an extended combo. Importantly, (DI) GV also lacks several of the weaknesses of its regular counterpart. As Sol moves across the ground, he creates a set of high-reaching flame pillars behind him. This makes (DI) GV much harder to jump over. While these flame pillars can be blocked in any way, they do push the opponent back towards Sol, meaning that if a jumping opponent gets caught by a stray flame, they can potentially be pushed back into the rising section of the attack in spite of their attempts to clear it. Even if the opponent simply blocks the attack, or worse yet, clears the flame pillars, Sol is able to Purple Roman Cancel to safety should he have the 50% Tension to spare. You can even choose to Yellow Roman Cancel the early portion of the attack if you don’t want to commit to the full thing or simply wish to scare the opponent with a quick burst of forward movement. This alone makes (DI) GV considerably less high-risk than regular GV.

Fafnir
Fafnir
41236HS

Normal

GGXRD Sol Fafnir.png
The Sound of Pain


Dragon Install


GGXRD Sol FafnirDI.png

Triple the hits but half the tumble?

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
41236HS
58 Mid - YRP 18 3 12 +2
  • Used for attacking at long distance in neutral, catching movement, pressure, and combos.
  • Tumbles on hit. Significantly longer tumble on Counter Hit.
  • Cannot be cancelled into from normals.
  • Proration: 55%

Fafnir is a strong neutral and pressure tool. Fafnir has far reach due to Sol stepping a far distance forward, making it ideal in neutral at long distance. It can be used to counter attacks at long range into full screen carry combos or as a whiff punisher. The tumble caused by a Counter Hit can often be followed up even on trades, so it is a frightening move to challenge. Sol’s hurtbox lowers slightly during start-up, so it can duck under certain higher-hitting attacks and counter them. It recovers quickly, so if opponents avoided it by jumping, Sol often recovers fast enough to anti-air. It is useful in ranged pressure when opponents are conditioned not to attack. It must be blocked with Faultless Defense in air, so it can catch opponents at the beginning of their jump. On block, it is plus (unless Instant Blocked) and increases the opponent’s R.I.S.C. Level considerably. Fafnir is used frequently in combos near corner. Its high base damage contributes to Sol's prominent stunning ability, especially from a Counter Hit Fafnir starter. Fafnir’s drawbacks are its relatively slow start-up and large horizontal hurtbox.

Dragon Install
During Dragon Install: 41236HS
40x3 Mid - YRP 18 1,1,1 23 +4
  • Used for catching movement, pressuring and greatly increasing the opponent's R.I.S.C. Level on block.
  • Tumbles on hit.
  • Cannot be cancelled into from normals.
  • Proration: 75%

While Sol is in Dragon Install (DI), Fafnir can deal up to three hits in immediate succession. Fafnir has more recovery in this state, making it considerably more risky to whiff and noticeably less advantageous on hit. However, its frame advantage on block is slightly higher, so it can be used in largely the same manner. On hit, the opponent’s R.I.S.C. Level decreases by a considerable amount more for (DI) Fafnir than regular Fafnir, causing heavier damage scaling, but the opposite is also true on block. An overly defensive opponent will quickly earn themselves a flashing R.I.S.C. Level.

P.B.B.
P.B.B.
During Dragon Install: j.623K
GGXRD Sol PBB1.png
GGXRD Sol PBB2.png
HERE COMES BURST GRAB
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60,100 Air Throw: 122500 - YRP 9 1 - -
  • Used for grabbing opponents in the air, and ending Dragon Install combos to put Sol a safe distance away for the exit recovery animation.
  • Unblockable, can grab airborne opponents both in and out of hitstun and can grab grounded opponents in hitstun.
  • Proration: Forced 60%
  • Whiff recovery: Until landing+12F
  • Stun damage: 30,50

P.B.B. is Sol’s new Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent. Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up. The reward for doing so successfully is extremely high.


Overdrives

Tyrant Rave ver.β
Tyrant Rave ver.β
632146HS
[632146D]

Normal

GGXRD Sol TyrantRave1.png
GGXRD Sol TyrantRave2.png
Unfortunately no longer blows out your speakers


Dragon Install


GGXRD Sol TyrantRaveDI1.png
GGXRD Sol TyrantRaveDI2.png

Good Game, Peace Out

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
632146HS
80,70 Mid,All - YRP 5+1 11(17)15 31 -15
Burst
632146D
100,87 Mid,All - YRP 5+1 11(17)15 31 -15
  • Used to do unburstable damage, in corner combos, and as an invulnerable reversal on defense with more horizontal range than Volcanic Viper. Occasionally used on offense.
  • Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounce near corner.
  • Regular version is strike invulnerable from frames 1-8. Burst version is fully invulnerable from frames 1-8.
  • Minimum damage: 20% (50% if Burst version)
  • Stun damage: 20,0

Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner 2D hit. It can be used as a more costly reversal option on wake-up or in pressure. However, Roman Canceling Volcanic Viper is almost always a better idea since it is much less risky. TR is slightly unsafe on block, whether the opponent interrupts the second hit or not. As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted. Although when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be cancelled when the opponent is ready to block it. It can also be used on offense similarly to VV as a frame trap, but this is rarely practical.

Dragon Install
During Dragon Install: 632146HS
80,20x15 Mid,All - YRP 7+1 11(17)46 31 -18
  • Used to deal large amounts of unburstable damage during Dragon Install. Also acts as a late combo part or combo ender in corner combos.
  • Hits 16 times. First hit launches, following hits are part of a large, travelling projectile. Wall sticks near corner.
  • Proration: 70% (hits 2-16 only)
  • Strike invulnerable from frames 1-18.
  • Minimum damage: 20%
  • Stun damage: 20,0

The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all. Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender.

Dragon Install
Dragon Install
214214HS (air OK)
GGXRD Sol DragonInstall1.png
Ready or not!
GGXRD Sol DragonInstall2.png
Now sporting the biggest buff in the game: Ride the Fire
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YR - - Total 19 (Super Freeze on 19F) -
  • Used for significant comebacks, quickly closing out a round, extending combos to maximize damage for the kill, dodging reversals, and situational Burst-safe confirms.
  • Greatly enhances movement speed, all offensive specials and almost all normals.
  • Fully invulnerable from frames 7-19.
  • Duration: 420 frames (504 frames during Hell Fire)
  • Ending recovery: Total 62F, Tension Gauge becomes 0

Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative: He recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour. Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI. With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations.


Instant Kill

Branding Breach
Branding Breach
During IK Mode: 236236HS
GGXRD Sol BrandingBreach1.png
GGXRD Sol BrandingBreach2.png
Still just medium rare...
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY All - - 9+16 6 32 -21
Conclusion Conditions Complete DESTROY All - - 5+15 6 32 -21
  • Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state.
  • Cannot be cancelled into from normals.
  • Normal version is upper body invulnerable from frames 1-8, fully invulnerable from frames 9-31.
  • Super freeze version is upper body invulnerable from frames 1-4, fully invulnerable from frames 5-25.

Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: When an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met. As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Cancelled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.



Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc